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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Creating camera matrices

Matrices are also used for camera transformations, including perspective transforms. A perspective transform maps a frustum to NDC space. NDC space typically has a range of -1 to +1 on all axes. Unlike world/eye coordinates, NDC space is left-handed.

In this section, you will learn how to create camera transformation matrices. The first camera matrix is a frustum, which looks like a pyramid with the tip cut off. A frustum represents everything that is visible to the camera. You will also learn how to create different projections and how to implement a "look at" function that lets you easily create a view matrix.

Frustum

Visually, a frustum looks like a pyramid with the tip cut off. A frustum has six sides; it represents the space that a camera can see. Create the frustum function in mat4.cpp. This function takes left, right, bottom, top, near, and far values:

mat4 frustum(float l, float r, float b, 
      ...
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